Professional Documents
Culture Documents
The Japanese Opening: December 1941 are planning to follow a more historical The IAI card is one of those great opportu-
opportu
and The Big Picture path and wear down the Allied counter nities for a player to write an alternate
offensives as they try and advance toward history. The comprehensive example
example-ofplay
The early war (1942) establishes the basic Japan. To prosecute either strategy the depicts the historical record. Although the
outline of the Japanese position. The Japanese want to ensure that they are historical Japanese plan worked to near
Japanese are faced with perhaps their most getting a base of seven cards prior to perfection, there are some more aggressive
important decision of the game, either play Strategic Warfare, which means that at a options available in the South Pacific or
for a broad defense trying to win a mid-tolate
late minimum the Japanese need to capture 13 of over
er in Burma. One of the more interesting
game victory or a focused offensive against the 14 resource spaces by the start of Turn options players have explored has been to
one of the major nations (Australia, India, or 5. This requires the capture of the hold off taking some of the initial historical
China) with an attempt at winning the game Philippines, Malaya, and the Dutch East objectives and instead leapfrogging forward
early due to negotiations. If the Japanese pull Indies (DEI), plus either Vogelkop (3219, for a more rapid attack on the DEI. Most of
an extraordinarily good hand on Turn 2 they the resource space in New Guinea) or these plans focus on achieving air and naval
could blend the two concepts to some Rangoon (2008) as the 13th resource space. In superiority by eliminating the Commonwealth
Common
degree, but a strong or weak hand tends to the broad defense, the Japanese will typically MA air unit, the US FEAF air unit, plus both
drive an either or type of decision. knock down US Political Will (PW) by US Asia naval units, while leapfrogging
three due to National Surrender, with the ground units into some key
In the broad defense strategy the Japanese possibility of one additional PW loss due to
how the war in Burma turns out.
DEI spaces. The goal of these alternative manner. At a minimum, the historical remainder of the game, hence no require-
require
IAI plans is to stifle any Turn 2 Allied plan demonstrates the basic outlines of ments for any special rules. Although
counter play and rapidly capture the DEI to how to quickly capture resources and historically the Japanese also pushed into
free up resources earlier for other strategic avoids allowing the Allies to salvage the Burma and the Solomon, it will depend
ends. DEI situation. Assuming a start akin to on what kind of hand the Japanese player
that shown in the comprehensive is holding on game Turn 2. Suffice to say,
The reason that the Japanese did not do this example-of-play, the Japanese need to the Japanese should not consider playing
historically is they wanted to secure their capture Kuantan (20I4), Singapore any non-Offensive
Offensive events on Turn 2 if it
lines of communication as they moved (20I5), and Manila (28I3) with a would jeopardize successfully forcing the
forward. They could have taken a more minimum of activations and units. DEI to surrender. The one exception to
risky posture, but chose not to; players of This ensures that the Philippines and this is War In Europe (WIE) cards. If the
the game do have this option. The Malaya will surrender at the end of the Japanese can quickly drive the WIE to
downside to this strategy in EotS is an second turn. level 3, the Allies start losing critical ASP
aggressive Allied player can often move reinforcements. However, if playing WIE
forces onto the Japanese lines of communi- The big unknown is can the Japanese cards sacrifices too much offensive
cation using carrier escorted ground knock out the DEI with their remaining momentum, it may not be the best thing
strategic transport. For instance, if the activations. There are no special rules for the Japanese to play these as events.
Japanese choose not to take Manila initially, forcing the Japanese to go this way, but WIE exceptions aside, the Japanese are
letting the USA garrison wither on the vine, failure to do so gives the Allies bases that likely to have some tough choices
the Allies could send a carrier with a ground they historically spent 1943 and I944 whetherr or not to use a great resource
unit (using strategic transport that doess not trying to capture. Additionally, failure to event as an OC to enable continuation of
use ASPS) into Manila thus reopening up conquer the DEI ensures that the Japanese their initial offensives.
the Allied supply line. These Allied ground will be at a card disadvantage for the
units on Luzon could then begin to take
back territory, and if augmented with
ground based air, could create havoc on a
Japanese line of communication. This is the
historical reason why the Japanese avoided
this option. I have seen similar options for
Malaya and even Hong Kong. The game
system does not script the Japanese IAI
offensive and if the Allies do not react
aggressively to throw off the Japanese
advance, then n this leapfrogging tactic could
play out well; but if not, the Japanese
usually do not regain their offensive stride.
Japanese Alternate:
Japanese: January to April I942 An alternate IAI plan
(Game Turn 2) that leapfrogs the
Philippines, Malaya,
Moving from the broad to the specific, the and Hong Kong for
Japanese need to knock the Dutch East early DEI gains,
Indies out of the war rapidly. Accomplish-
Accomplish
coupled with air
ing this by Turn 2 captures the key resource
spaces and stops the Allies from deploying and naval superiority.
their reinforcements in an offensive
Designer's Notes by Mark Herman
Another option that Japanese players have vice Doolittle Raid/Bataan Death March) Marshall Islands (only requires two hexes,
been exploring is to conduct a hedgehog to achieve an automatic Japanese victory Kwajalein 47I5 and Eniwetok 44I5) ahead
defense. The intent of this strategy is to sometime before game Turn 9 (when the of schedule. If the Allies only take one of
limit the Japanese conquest to the mini- B29s arrive on the scene). the Marshall hexes on Turn 4, it is almost a
mum needed to gain 13 resource hexes and lock to make their Turn 5 progress of the
to deny the Allies additional hexes that they My design philosophy is to create game war requirement when the island chain falls.
can conquer to achieve their late 1942/early situations based on the historical dynamics Once game Turn 6 rolls around, the Allies
`43 progress of the war requirements. First to encourage correct historical decisions. I have sufficient ASP and naval forces to keep
off, this almost happened historically. After do not believe in a lot of special rules to the steamroller going. This is now enhanced
en
the Japanese conquered their pre-war script a situation just to make it work. I by the Allied ability to leverage their early
objectives by May of 1942, there was a want it to work dynamically, which requires spatial advantage (created by the Japanese
strategic debate in the senior military circles that both sides play their part to thwart hedgehog defense), in conjunction with the
over what to do next. In the end a 'Central long-shot strategies. The downside of the judicial use of air power, to smother most
Agreement' was reached whereby the hedgehog strategy is its success requires that important Japanese reactions. It is important
Japanese decided to advance toward New the Allies cooperate and play passively. that the Japanese player keep
kee this in mind
Caledonia through the Solomons and take when they contemplate the hedgehog
Port Moresby in order to cut off US aid to defense.
Australia. In addition the Japanese Navy, as The Allies are in a tremendous spatial
per their doctrine, wanted to bring the US position if the Japanese play in this manner
(hedgehog), and can paralyze almost all
The historical hedgehog defense option is
fleet to decisive battle, which was the genesis a great example of my design philosophy.
of the Midway offensive. Japanese reactions in the Central Pacific if
the Japanese player stays within his Empire I do not legislate that the Japanese do what
boundary. For example, Wewak (3720) is they did historically. However, I have
That was what happened historically, but if created a situation that encourages the
the 'Central Agreement' had not been within LRB range of Truk (4017),
neutralizing it as a naval base. If Truk were Japanese to pursue the historical option due
reached the Japanese would have essentially to its game advantages. You as a player can
taken up the hedgehog defense option. In to fall, then all Japanese ports in the center
of the board (Saipan 38I3, Palau 3416, and explore both options and see which one fits
game terms, the theory behind this strategy your play style better.
is to manipulate the US Political Will Ulithi 3615) are within LRB range. What
mechanic through national surrenders and this means is by using their advantage in
progress of the war failures to force the US LRB air units, the Allies during any Another interesting Japanese option is what
Political Will to 3 by the end of Turn 5. offensive can declare any port where the I call the Tsushima
Tsus opening. The goal of the
Japanese are massing naval and air power as Tsushima opening is to bring the US Pacific
An important feature is to deny the Allies battle hexes, preventing them from reacting Fleet to decisive battle and eliminate it,
hexes to recapture as a means to deny them to more critical battles. This depicts a reducing US political will by two for
progress of the war opportunities in game month long bomber campaign, which destruction of all on map US naval forces.
Turns 4 and 5. The hope is that a low US historically would neutralize a base. The Allied player will know if this option is
PW level is coupled with fortuitous Leveraging this spatial advantage, the Allies brewing if the Operation Z attack force
asymmetrical pull of the respective side's can usually meet their Turn 4 progress of (CVs Akagi, Soryu, Shokaku, & BB Kongo 1)
political cards (Tokyo Rose/Tojo Resigns the war requirement by conquering the ends their initial offensive in the Marshall
Islands. The goal of this strategy is to attack
Pearl Harbor in a one-two
one punch with the
Operation Z force sinking both of the US
CVs in Pearl Harbor and then later in the
turn Japan eliminates the US Asia Fleet (CA
and DD).
Charts and Tables Trans Route into a hex that is not Occupation of Alaska penalty (-1
by Steve Carey enemy occupied (land units must pay PW) requires the Japanese to occupy an
the full terrain cost to enter any enemy Aleutian Island hex for 2 consecutive
The charts and tables included with occupied hex). turns.
Empire of the Sun are extremely
helpful, and they do provide the Replacements may not arrive into Occupation of Alaska
basics for navigating your way a hex that is within an un-neutralized (Clarification) this does not apply if
through the various aspects of play. enemy ZOI (that existed prior to the captured on Turn 1; disregard penalty
Listed below are a small group of Replacement phase), i.e., the same for entire game in such case.
additional reminders that I've found restriction as a Reinforcement.
helpful to pencil in: Occupation of Hawaii
Quick Start Set Up Map The DD Submarine Warfare in addition to (Clarification) this does not apply if
US Asia naval unit should be in hex reducing the Japanese hand size by one card captured on Turn I; disregard penalty
26I6 (Tarakan, with the Dutch for the current turn, a successful submarine for entire game in such case.
regiment). A Dutch Regiment should warfare roll also permanently reduces
be in hex 2721 (Toepang). Japanese ASP by I, and will also reduce Progress of the War requirement (+5
Escorts (+4 to +2, or +2 to 0). Note that hex occupation starting on turn 4) may
Air Naval CRT the +4 Ambush Japan's minimum hand size is 4 Cards, and also include capture of a Resource hex,
DRM applies to the Allies (not just Japan can never lose its last ASP. or a 1 hex Island (that contains a port
the US). or airfield), in addition to a mainland
Terrain Effects Chart the MP Strategic Bombing a successful B29 roll named location, port, or airfield.
cost only applies when moving via a also increases Political Will by 1 (limited to
once per game turn).
Examples of Play to its roll, so mathematically the I4th army returning 7th AF non-LRB
non unit in
by Steve Carey must suffer at least 1 Hit (and would be Midway (5108) and the returning 7th
eliminated with 2 Hits on an Allied roll of AF LRB unit in Oahu (5808).
The following are a few clarifications to 6+). Note that Surprise does not apply to
enhance examples included in the Ground Combat (which is always simulta- Page 43, Cot Tsugi, Unit 82 since the
rulebook: neous). card text states that "Only Japanese
ground units may be activated", the
Page 12, 627 Special Reaction Move for
for this
Page 41, Philippines Step 11 since hex 22nd air flotilla and the BB Kongo2
example, it is presumed that the Japanese
29I3 is mixed terrain, the Japanese I9th would not be able to activate (done so
first moved a CV (just off-map
Army would only receive a +2 DRM (+2 for in this example for illustrative purposes
example) to neutralize the ZOI of the
Air Superiority, +2 for Naval Superiority, -2 only). Also, the 25th Army could not
7th AF air unit and thus allow the
for Mixed Terrain). move from Kota Bharu (2112) to
landing of the ground unit at Kauai.
Kuantan (2014) since Col. Tsugi only
Page 40, Borneo Step 3 Post-Battle provides 2 MPs (it's OC value), and the
Page 42, Game Turn 2 all Allied Turn 2 Trans Route movement rate cannot be
Movement may occur, even though no
Reinforcements go into the Delay Box used to enter an enemy occupied hex
actual battle occurred any activated
except the SEAC HQ (since HQ's are never (must pay full MP cost).
units are allowed to PBM as required.
delayed). Also, there is only I (not two) US
Page 41, Hong Kong Step 2 there is a Army ground unit (the I1th Corps) and 3 Further, note that the + 4 DRM
modifier of -2 DRM to the roll of the US Army air units present to each make a provided during combat is correct; Col.
Japanese 17th Army since the battle diversion roll for Europe. Tsugi's card text neutralizes the normal
hex is Mixed Terrain. terrain benefit. Finally, the 8th
Page 41, Philippines Step 10 the Page 42, Replacement Phase Place the Australian could not leave Singapore (to
invading Japanese 14th army would be move into Kuantan) since it could not
halved on defense (since it is amphibi- leave a declared battle hex.
ously invading), and the defending
Allied NL Corps likewise gets +3 DRM Page 43, Battle of Kuantan it is of
course the British who retreat into
Singapore, not the Japanese.